This might be crazy, but is there a way. Created 14 years ago2010-02-04 19:10:55 UTC by Suparsonik Suparsonik

Created 14 years ago2010-02-04 19:10:55 UTC by Suparsonik Suparsonik

Posted 14 years ago2010-02-04 19:10:55 UTC Post #278699
Is there a way to convert Source engine textures into WAD3 format?

It would look quite funny having HL2 textures in HL1... :)
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-02-04 19:19:00 UTC Post #278700
No. That would be illegal. Plus there's no way to turn a VMT/VMF into anything else.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-04 19:19:05 UTC Post #278701
It's very possible. In fact, it's been done on numerous occasions.
Download VTF Edit, open vtf files, and export them as BMPs.
Then you just import the BMP into Wally as you would anything else.

By the way, this is technically illegal so be sure to only use it for personal use, ok? ;)
Posted 14 years ago2010-02-04 19:26:58 UTC Post #278702
Okay, there is a way.
Still.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-04 19:29:51 UTC Post #278703
I don't think it's illegal as long as you don't share your work.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2010-02-04 20:12:21 UTC Post #278705
Ok, thanks ;)
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-02-04 20:19:25 UTC Post #278706
Why is it illegal?
Posted 14 years ago2010-02-04 20:20:52 UTC Post #278707
I was just about to ask that.

How is it illegal? I mean it's just transferring texture from a game to another made by the same developer...
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-02-04 20:41:07 UTC Post #278708
It's illegal if distributed because you're taking content from a commercial game and giving it away for free.

Some companies, like GSC Game World, have explicitly given the OK to use their games' content in other non-commercial projects, but Valve isn't one of those companies.

Practically speaking, nobody really cares 99% of the time. It's just something to keep in mind.
Posted 14 years ago2010-02-04 20:59:28 UTC Post #278709
Yeah, most people don't care, but it's not really a good idea to port stuff. A lot of people still do it, but it's usually not done, out of courtesy to the developers who worked so hard to make the content.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-02-04 21:05:09 UTC Post #278710
Nobody would care unless you tried to rip Valve off by copying and reusing all their content in some other engine.

Also, we like to resort to this as a legal roadblock strategy when somebody's about to do something stupid like try and remake HL2 in Goldsource. The "illegal content" strategy is an all round great defense against really lame mods coming to fruition, since they commonly involve stolen copyrighted content.
Posted 14 years ago2010-02-04 21:28:21 UTC Post #278712
Rimrook converted most of them to Goldsource, as far as I remember. Which was years ago. I dont know if it got used in anything.

But using Source textures on Goldsource, making it look like Source seems pointless to me. Go map for Source instead.
Posted 14 years ago2010-02-04 21:29:23 UTC Post #278713
Rimrook's pack was all scaled down, though, wasn't it?
Whatever, I wouldn't bother him too much about it. Textures can be ported over so quickly.
Posted 14 years ago2010-02-04 21:31:02 UTC Post #278714
To 256x256 which is pretty frickin' huge for a standard Goldsource texture.
Posted 14 years ago2010-02-04 21:36:29 UTC Post #278716
No reason not to retain their original resolution, though. They are made to be used at a standard of 1/4 scale, after all.

Optimization through texture scaling can go suck a fat one if you're using Source materials, I say.
Posted 14 years ago2010-02-04 21:39:21 UTC Post #278717
That'd mean an engine-crippling 0.25 texture scale for everything in GS.

Enjoy your 8000 wpolys. :zomg:
Posted 14 years ago2010-02-04 21:40:34 UTC Post #278718
I will. And it will be fabulous, I tell you :plastered:

Edit: Don't think I didn't catch that ninja edit. I'm too fucking fast. You said 10000 polies first.
Posted 14 years ago2010-02-04 21:41:01 UTC Post #278719
But I couldn't make it that high if I tried.
Posted 14 years ago2010-02-05 03:49:59 UTC Post #278723
I don't see where it would be a big problem converting anything to anything. We all know there are ways to do anything you want and yes, you could scale every texture. As long as you aren't making money from it or mass distributing it I still don't think there would be much of a problem.

I have to agree that it is rather pointless to convert from source to hl1. If there are just a couple I could see but not all of them. I have used some of the textures from hl1 for source and they really don't look that great--I never thought they looked all that great to begin with. I don't map for half life 1 anymore so I couldn't really tell you how they look when you convert them back. I know the old textures don't look all that great in source. Not to mention you have to edit every single text file and add the material types and other information--that's alot of textures.

Basically, you are talking about two different texture packets that were created for two different scaled games, one at 1.00 and the other at .25. Big difference there when you trying to convert or actually use one of these for the other and the scale is visually out of whack.

Plenty of texture packs and websites out there for new ones--make your own!
Posted 14 years ago2010-02-05 13:56:57 UTC Post #278726
As long as you don't try to sell it you should be fine.
Posted 14 years ago2010-02-05 14:41:52 UTC Post #278727
I have to agree that it is rather pointless to convert from source to hl1.
Nah, it can be fun. I tried remaking cs_office a few years ago.
User posted image
Posted 14 years ago2010-02-05 16:45:07 UTC Post #278729
soup miner: did you convert them all or just the ones you needed? LOL

I still use half life 1 textures--just very sparingly! I usually just make a new textures if I need it anymore. I don't see the need to convert a bunch of textures, add text files, modify all those text files, just to get some textures that you may or may not even really use.

awesome looking map though! always love your attention to detail soup.
You must be logged in to post a response.